YooAsset/Assets/YooAsset/Editor/AssetBundleCollector/AssetBundleCollectorSetting...

477 lines
13 KiB
C#

using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public static class AssetBundleCollectorSettingData
{
private static readonly Dictionary<string, System.Type> _cachePackRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IPackRule> _cachePackRuleInstance = new Dictionary<string, IPackRule>();
private static readonly Dictionary<string, System.Type> _cacheFilterRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IFilterRule> _cacheFilterRuleInstance = new Dictionary<string, IFilterRule>();
private static AssetBundleCollectorSetting _setting = null;
public static AssetBundleCollectorSetting Setting
{
get
{
if (_setting == null)
LoadSettingData();
return _setting;
}
}
public static List<string> GetPackRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cachePackRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static List<string> GetFilterRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cacheFilterRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static bool HasPackRuleName(string ruleName)
{
foreach (var pair in _cachePackRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
public static bool HasFilterRuleName(string ruleName)
{
foreach (var pair in _cacheFilterRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
/// <summary>
/// 加载配置文件
/// </summary>
private static void LoadSettingData()
{
// 加载配置文件
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>(EditorDefine.AssetBundleCollectorSettingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(AssetBundleCollectorSetting)}.asset : {EditorDefine.AssetBundleCollectorSettingFilePath}");
_setting = ScriptableObject.CreateInstance<AssetBundleCollectorSetting>();
EditorTools.CreateFileDirectory(EditorDefine.AssetBundleCollectorSettingFilePath);
AssetDatabase.CreateAsset(Setting, EditorDefine.AssetBundleCollectorSettingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(AssetBundleCollectorSetting)}.asset ok");
}
// IPackRule
{
// 清空缓存集合
_cachePackRuleTypes.Clear();
_cachePackRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(PackExplicit),
typeof(PackDirectory),
typeof(PackRawFile),
};
var customTypes = AssemblyUtility.GetAssignableTypes(AssemblyUtility.UnityDefaultAssemblyEditorName, typeof(IPackRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cachePackRuleTypes.ContainsKey(type.Name) == false)
_cachePackRuleTypes.Add(type.Name, type);
}
}
// IFilterRule
{
// 清空缓存集合
_cacheFilterRuleTypes.Clear();
_cacheFilterRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(CollectAll),
typeof(CollectScene),
typeof(CollectPrefab),
typeof(CollectSprite)
};
var customTypes = AssemblyUtility.GetAssignableTypes(AssemblyUtility.UnityDefaultAssemblyEditorName, typeof(IFilterRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cacheFilterRuleTypes.ContainsKey(type.Name) == false)
_cacheFilterRuleTypes.Add(type.Name, type);
}
}
}
/// <summary>
/// 存储文件
/// </summary>
public static void SaveFile()
{
if (Setting != null)
{
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
}
}
// 着色器相关
public static void ModifyShader(bool isCollectAllShaders, string shadersBundleName)
{
if (string.IsNullOrEmpty(shadersBundleName))
return;
Setting.IsCollectAllShaders = isCollectAllShaders;
Setting.ShadersBundleName = shadersBundleName;
SaveFile();
}
// 收集器相关
public static void ClearAllCollector()
{
Setting.Collectors.Clear();
SaveFile();
}
public static void AddCollector(string directory, string packRuleName, string filterRuleName, bool dontWriteAssetPath, string assetTags, bool saveFile = true)
{
// 末尾添加路径分隔符号
if (directory.EndsWith("/") == false)
directory = $"{directory}/";
// 检测收集器路径冲突
if (CheckConflict(directory))
return;
// 检测资源标签
if (dontWriteAssetPath && string.IsNullOrEmpty(assetTags) == false)
Debug.LogWarning($"Collector {directory} has asset tags : {assetTags}, It is not vliad when enable dontWriteAssetPath.");
AssetBundleCollectorSetting.Collector element = new AssetBundleCollectorSetting.Collector();
element.CollectDirectory = directory;
element.PackRuleName = packRuleName;
element.FilterRuleName = filterRuleName;
element.DontWriteAssetPath = dontWriteAssetPath;
element.AssetTags = assetTags;
Setting.Collectors.Add(element);
if (saveFile)
SaveFile();
}
public static void RemoveCollector(string directory)
{
for (int i = 0; i < Setting.Collectors.Count; i++)
{
if (Setting.Collectors[i].CollectDirectory == directory)
{
Setting.Collectors.RemoveAt(i);
break;
}
}
SaveFile();
}
public static void ModifyCollector(string directory, string packRuleName, string filterRuleName, bool dontWriteAssetPath, string assetTags)
{
// 检测资源标签
if (dontWriteAssetPath && string.IsNullOrEmpty(assetTags) == false)
Debug.LogWarning($"Collector '{directory}' has asset tags '{assetTags}', It is invalid when enable dontWriteAssetPath.");
for (int i = 0; i < Setting.Collectors.Count; i++)
{
var collector = Setting.Collectors[i];
if (collector.CollectDirectory == directory)
{
collector.PackRuleName = packRuleName;
collector.FilterRuleName = filterRuleName;
collector.DontWriteAssetPath = dontWriteAssetPath;
collector.AssetTags = assetTags;
break;
}
}
SaveFile();
}
public static bool IsContainsCollector(string directory)
{
for (int i = 0; i < Setting.Collectors.Count; i++)
{
if (Setting.Collectors[i].CollectDirectory == directory)
return true;
}
return false;
}
public static bool CheckConflict(string directory)
{
if (IsContainsCollector(directory))
{
Debug.LogError($"Asset collector already existed : {directory}");
return true;
}
for (int i = 0; i < Setting.Collectors.Count; i++)
{
var wrapper = Setting.Collectors[i];
string compareDirectory = wrapper.CollectDirectory;
if (directory.StartsWith(compareDirectory))
{
Debug.LogError($"New asset collector \"{directory}\" conflict with \"{compareDirectory}\"");
return true;
}
if (compareDirectory.StartsWith(directory))
{
Debug.LogError($"New asset collector {directory} conflict with {compareDirectory}");
return true;
}
}
return false;
}
/// <summary>
/// 获取所有的DLC标记
/// </summary>
public static List<string> GetAllAssetTags()
{
List<string> result = new List<string>();
for (int i = 0; i < Setting.Collectors.Count; i++)
{
var tags = Setting.Collectors[i].GetAssetTags();
foreach (var tag in tags)
{
if (result.Contains(tag) == false)
result.Add(tag);
}
}
return result;
}
/// <summary>
/// 获取收集器总数
/// </summary>
public static int GetCollecterCount()
{
return Setting.Collectors.Count;
}
/// <summary>
/// 获取所有的收集路径
/// </summary>
public static List<string> GetAllCollectDirectory()
{
List<string> result = new List<string>();
for (int i = 0; i < Setting.Collectors.Count; i++)
{
AssetBundleCollectorSetting.Collector collector = Setting.Collectors[i];
result.Add(collector.CollectDirectory);
}
return result;
}
/// <summary>
/// 获取所有收集的资源
/// 注意:跳过了不写入资源路径的收集器
/// </summary>
public static List<AssetCollectInfo> GetAllCollectAssets()
{
Dictionary<string, AssetCollectInfo> result = new Dictionary<string, AssetCollectInfo>(10000);
for (int i = 0; i < Setting.Collectors.Count; i++)
{
AssetBundleCollectorSetting.Collector collector = Setting.Collectors[i];
// 注意:跳过不需要写入资源路径的收集器
if (collector.DontWriteAssetPath)
continue;
bool isRawAsset = collector.PackRuleName == nameof(PackRawFile);
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.All, collector.CollectDirectory);
foreach (string assetPath in findAssets)
{
if (IsValidateAsset(assetPath) == false)
continue;
if (IsCollectAsset(assetPath, collector.FilterRuleName) == false)
continue;
if (result.ContainsKey(assetPath) == false)
{
var assetCollectInfo = new AssetCollectInfo(assetPath, collector.GetAssetTags(), isRawAsset);
result.Add(assetPath, assetCollectInfo);
}
}
}
return result.Values.ToList();
}
private static bool IsCollectAsset(string assetPath, string filterRuleName)
{
if (Setting.IsCollectAllShaders)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
return true;
}
// 根据规则设置获取标签名称
IFilterRule filterRuleInstance = GetFilterRuleInstance(filterRuleName);
return filterRuleInstance.IsCollectAsset(assetPath);
}
/// <summary>
/// 检测资源路径是否被收集器覆盖
/// </summary>
public static bool HasCollector(string assetPath)
{
// 如果收集全路径着色器
if (Setting.IsCollectAllShaders)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
return true;
}
for (int i = 0; i < Setting.Collectors.Count; i++)
{
AssetBundleCollectorSetting.Collector collector = Setting.Collectors[i];
if (assetPath.StartsWith(collector.CollectDirectory))
return true;
}
return false;
}
/// <summary>
/// 检测资源是否有效
/// </summary>
public static bool IsValidateAsset(string assetPath)
{
if (assetPath.StartsWith("Assets/") == false && assetPath.StartsWith("Packages/") == false)
return false;
if (AssetDatabase.IsValidFolder(assetPath))
return false;
// 注意:忽略编辑器下的类型资源
Type type = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (type == typeof(LightingDataAsset))
return false;
string ext = System.IO.Path.GetExtension(assetPath);
if (ext == "" || ext == ".dll" || ext == ".cs" || ext == ".js" || ext == ".boo" || ext == ".meta")
return false;
return true;
}
/// <summary>
/// 获取资源包名
/// </summary>
public static string GetBundleLabel(string assetPath)
{
// 如果收集全路径着色器
if (Setting.IsCollectAllShaders)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
{
return EditorTools.GetRegularPath(Setting.ShadersBundleName);
}
}
// 获取收集器
AssetBundleCollectorSetting.Collector findCollector = null;
for (int i = 0; i < Setting.Collectors.Count; i++)
{
AssetBundleCollectorSetting.Collector collector = Setting.Collectors[i];
if (assetPath.StartsWith(collector.CollectDirectory))
{
findCollector = collector;
break;
}
}
// 如果没有找到收集器
string bundleLabel;
if (findCollector == null)
{
IPackRule defaultInstance = new PackDirectory();
bundleLabel = defaultInstance.GetAssetBundleLabel(assetPath);
}
else
{
// 根据规则设置获取标签名称
IPackRule getInstance = GetPackRuleInstance(findCollector.PackRuleName);
bundleLabel = getInstance.GetAssetBundleLabel(assetPath);
}
// 返回包名
return EditorTools.GetRegularPath(bundleLabel);
}
private static IPackRule GetPackRuleInstance(string ruleName)
{
if (_cachePackRuleInstance.TryGetValue(ruleName, out IPackRule instance))
return instance;
// 如果不存在创建类的实例
if (_cachePackRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IPackRule)Activator.CreateInstance(type);
_cachePackRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IPackRule)}类型无效:{ruleName}");
}
}
private static IFilterRule GetFilterRuleInstance(string ruleName)
{
if (_cacheFilterRuleInstance.TryGetValue(ruleName, out IFilterRule instance))
return instance;
// 如果不存在创建类的实例
if (_cacheFilterRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IFilterRule)Activator.CreateInstance(type);
_cacheFilterRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IFilterRule)}类型无效:{ruleName}");
}
}
}
}